// Copyright (c) ppy Pty Ltd . Licensed under the MIT Licence. // See the LICENCE file in the repository root for full licence text. using System; using System.Collections; using System.Collections.Generic; using osu.Framework.Allocation; using osu.Framework.Bindables; using osu.Framework.Graphics; using osu.Framework.Threading; using osu.Game.Beatmaps; using osu.Game.Beatmaps.ControlPoints; using osu.Game.Beatmaps.Timing; using osu.Game.Rulesets.Edit; using osu.Game.Rulesets.Objects; namespace osu.Game.Screens.Edit { public class EditorBeatmap : Component, IBeatmap, IBeatSnapProvider { /// /// Invoked when a is added to this . /// public event Action HitObjectAdded; /// /// Invoked when a is removed from this . /// public event Action HitObjectRemoved; /// /// Invoked when the start time of a in this was changed. /// public event Action StartTimeChanged; /// /// All currently selected s. /// public readonly BindableList SelectedHitObjects = new BindableList(); /// /// The current placement. Null if there's no active placement. /// public readonly Bindable PlacementObject = new Bindable(); public readonly IBeatmap PlayableBeatmap; [Resolved] private BindableBeatDivisor beatDivisor { get; set; } private readonly IBeatmapProcessor beatmapProcessor; private readonly Dictionary> startTimeBindables = new Dictionary>(); public EditorBeatmap(IBeatmap playableBeatmap) { PlayableBeatmap = playableBeatmap; beatmapProcessor = playableBeatmap.BeatmapInfo.Ruleset?.CreateInstance().CreateBeatmapProcessor(PlayableBeatmap); foreach (var obj in HitObjects) trackStartTime(obj); } private ScheduledDelegate scheduledUpdate; /// /// Updates a , invoking and re-processing the beatmap. /// /// The to update. public void UpdateHitObject(HitObject hitObject) { scheduledUpdate?.Cancel(); scheduledUpdate = Scheduler.AddDelayed(() => { beatmapProcessor?.PreProcess(); hitObject?.ApplyDefaults(ControlPointInfo, BeatmapInfo.BaseDifficulty); beatmapProcessor?.PostProcess(); }, 0); } public BeatmapInfo BeatmapInfo { get => PlayableBeatmap.BeatmapInfo; set => PlayableBeatmap.BeatmapInfo = value; } public BeatmapMetadata Metadata => PlayableBeatmap.Metadata; public ControlPointInfo ControlPointInfo => PlayableBeatmap.ControlPointInfo; public List Breaks => PlayableBeatmap.Breaks; public double TotalBreakTime => PlayableBeatmap.TotalBreakTime; public IReadOnlyList HitObjects => PlayableBeatmap.HitObjects; public IEnumerable GetStatistics() => PlayableBeatmap.GetStatistics(); public IBeatmap Clone() => (EditorBeatmap)MemberwiseClone(); private IList mutableHitObjects => (IList)PlayableBeatmap.HitObjects; /// /// Adds a to this . /// /// The to add. public void Add(HitObject hitObject) { trackStartTime(hitObject); // Preserve existing sorting order in the beatmap var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime); mutableHitObjects.Insert(insertionIndex + 1, hitObject); HitObjectAdded?.Invoke(hitObject); } /// /// Removes a from this . /// /// The to add. public void Remove(HitObject hitObject) { if (!mutableHitObjects.Contains(hitObject)) return; mutableHitObjects.Remove(hitObject); var bindable = startTimeBindables[hitObject]; bindable.UnbindAll(); startTimeBindables.Remove(hitObject); HitObjectRemoved?.Invoke(hitObject); } private void trackStartTime(HitObject hitObject) { startTimeBindables[hitObject] = hitObject.StartTimeBindable.GetBoundCopy(); startTimeBindables[hitObject].ValueChanged += _ => { // For now we'll remove and re-add the hitobject. This is not optimal and can be improved if required. mutableHitObjects.Remove(hitObject); var insertionIndex = findInsertionIndex(PlayableBeatmap.HitObjects, hitObject.StartTime); mutableHitObjects.Insert(insertionIndex + 1, hitObject); StartTimeChanged?.Invoke(hitObject); }; } private int findInsertionIndex(IReadOnlyList list, double startTime) { for (int i = 0; i < list.Count; i++) { if (list[i].StartTime > startTime) return i - 1; } return list.Count - 1; } public double SnapTime(double time, double? referenceTime) { var timingPoint = ControlPointInfo.TimingPointAt(referenceTime ?? time); var beatLength = timingPoint.BeatLength / BeatDivisor; return timingPoint.Time + (int)Math.Round((time - timingPoint.Time) / beatLength, MidpointRounding.AwayFromZero) * beatLength; } public double GetBeatLengthAtTime(double referenceTime) => ControlPointInfo.TimingPointAt(referenceTime).BeatLength / BeatDivisor; public int BeatDivisor => beatDivisor?.Value ?? 1; } }